;
;   CIVILIZATION GAME DATA
;   Copyright (c) 1998 by MicroProse Software
;
;   Edited by Vegard Bjrketun 2000-2001 for the
;   "Casus Belli: Magna Bellum Borealis 1700-1721" Scenario
;
;   This file can be altered at your own risk to change
;   the rules of the game.  Keep in mind that altering the
;   contents of this file may cause your game to malfunction,
;   particularly if you use values outside the specified
;   ranges.
;

;
;   Cosmic Principles
;
;   The following numbers control various key rules
;   of the game.  GREAT discretion is advised if you
;   opt to change these.  Values too far out of the
;   expected range can cause the game to behave strangely.
;
@COSMIC
2       ; Road movement multiplier
1       ; 1 in x chance Bomb Ketch lost (mod. by certain Wonders)
2       ; # of food each citizen eats per turn
20      ; # of rows in food box (rows * city_size+1 = box)
10      ; # of rows in shield box
0       ; Settlers eat (dynasty <= Holstein-Gottorp)
0       ; Settlers eat (dynasty >= Romanov)
15      ; City size for first unhappiness at Lieutenant level
45      ; Riot factor based on # cities (higher factor lessens the effect)
8       ; Drainage needed to exceed this size
12      ; Sewer System needed to exceed this size
85      ; Tech paradigm (higher # slows research)
50      ; Base time for engineers to transform terrain (x2)
1       ; Holstein-Gottorp monarchy pays support for all units past this
10      ; Romanov monarchy pays support for all units past this
5       ; Pfalz-Zweibrcken monarchy pay support for all units past this
60      ; Romanov monarchy is equivalent of this palace distance.
100     ; Pfalz-Zweibrcken monarchies loose this % of science
80      ; Percent shield penalty for production type change
1       ; Max paradrop range
75      ; Mass/Thrust paradigm (increasing slows spaceship time)
0       ; Max effective science rate of Pfalz-Zweibrcken (x10, so 5 = 50%)

;
;   Civilization Advances
;
;   Ai Value, Civilized Modifier, Preq1, Preq2, Epoch, Category
;
;     Ai Value = Basic value at which computer players
;                view this advance (used in determining
;                which discovery to pursue, which to
;                acquire during exchanges, and value of
;                gift during diplomacy).
;     Modifier = Modifier to value based on the "civilized"
;                aspect of a leader's personality.  Positive
;                values increase value for civilized leaders,
;                decrease it for militaristic.  Negative
;                values vice versa.
;     preq1, preq2 = Prerequisites
;
;     Epoch = historical period
;             0 = Ancient
;             1 = Renaissance
;             2 = Industrial Revolution
;             3 = Modern
;
;     Category = Knowledge category
;             0 = Military
;             1 = Economic
;             2 = Social
;             3 = Academic
;             4 = Applied
;
@CIVILIZE
Gunpowder,          0, 9,  nil, nil, 1, 0    ; AFl
Bayonet,            0, 9,  nil, nil, 1, 0    ; Alp
Musket,             0, 9,  nil, nil, 1, 0    ; Amp
Fortress Constr.,   0, 9,  nil, nil, 1, 0    ; Ast
Special Vessels,    0, 9,  U3,  Env, 1, 0    ; Ato 
Not Swedish,        0, 9,  no,  no,  1, 0    ; Aut 
Army Strategy,      0, 9,  nil, nil, 1, 3    ; Ban
Cavalry Strategy,   0, 9,  nil, nil, 1, 3    ; Bri
Artillery Strategy, 0, 9,  nil, nil, 1, 3    ; Bro
Naval Strategy,     0, 9,  nil, nil, 1, 3    ; Cer
Fortified Cities,   0, 9,  nil, nil, 1, 0    ; Che
Terrain Combat,     0, 9,  nil, nil, 1, 0    ; Chi
Navigation,         0, 9,  nil, nil, 1, 0    ; CoL
The Line Fleet,     0, 9,  Ato, Sup, 1, 0    ; CA  
Summer Uniforms,    0, 9,  nil, nil, 1, 0    ; Cmb
Winter Uniforms,    0, 9,  nil, nil, 1, 0    ; Cmn
Swedish Military,   0, 9,  no,  no,  1, 0    ; Cmp
Autocracy,          0, 9,  nil, nil, 1, 2    ; Csc
Nobility,           0, 9,  nil, nil, 1, 2    ; Cst
The Catholic Church,0, 9,  nil, nil, 1, 2    ; Cor
The Lutheran Church,0, 9,  nil, nil, 1, 2    ; Cur
The Orthodox Church,0, 9,  nil, nil, 1, 2    ; Dem
Christianity,       0, 9,  nil, nil, 1, 2    ; Eco
Jewish Community,   0, 9,  nil, nil, 1, 2    ; E1
Anti-Strelits,      0, 9,  Rob, Rad, 1, 0    ; E2  
National Assembly,  0, 9,  nil, nil, 1, 2    ; Eng
Artillery,          0, 9,  no,  no,  1, 0    ; Env 
Peasantry,          0, 9,  nil, nil, 1, 2    ; Esp
Mercantilism,       0, 9,  nil, nil, 1, 1    ; Exp
The Opera,          0, 9,  nil, nil, 1, 2    ; Feu
The Skerries Fleet, 0, 9,  Bro, Bri, 1, 0    ; Fli 
Peasant Armament,   0, 9,  no,  no,  1, 0    ; Fun 
Prussian Military,  0, 9,  no,  no,  1, 0    ; FP  
The Theatre,        0, 9,  nil, nil, 1, 2    ; Gen
City Resistance,    0, 9,  no,  no,  0, 0    ; Gue 
Landauer Wagon,     0, 9,  nil, nil, 1, 4    ; Gun
Newspapers,         0, 9,  nil, nil, 1, 4    ; Hor
Middle Age Constr., 0, 9,  no,  no,  1, 4    ; Ind
Men's Fashion,      0, 9,  nil, nil, 1, 2    ; Inv
Women's Fashion,    0, 9,  nil, nil, 1, 2    ; Iro
Officer's Corps,    0, 9,  nil, nil, 1, 3    ; Lab
War Academy,        0, 9,  nil, nil, 1, 3    ; Las
School System,      0, 9,  nil, nil, 1, 2    ; Ldr
Prison System,      0, 9,  nil, nil, 1, 2    ; Lit
Literacy,           0, 9,  nil, nil, 1, 3    ; Too
Manufacturing,      0, 9,  nil, nil, 1, 1    ; Mag
Diplomacy,          0, 9,  nil, nil, 1, 3    ; Map
Naval Gunnery,      0, 9,  nil, nil, 1, 0    ; Mas
Banking,            0, 9,  nil, nil, 1, 1    ; MP
Taxation,           0, 9,  nil, nil, 1, 1    ; Mat
Astrology,          0, 9,  nil, nil, 1, 3    ; Med
Iron Working,       0, 9,  nil, nil, 1, 3    ; Met
Field Hospital,     0, 9,  nil, nil, 1, 0    ; Min
Hospital,           0, 9,  nil, nil, 1, 2    ; Mob
Medicine,           0, 9,  nil, nil, 1, 2    ; Mon
Trade,              0, 9,  nil, nil, 1, 1    ; MT
University,         0, 9,  nil, nil, 1, 2    ; Mys
Explosives,         0, 9,  nil, nil, 1, 0    ; Nav
Mapmaking,          0, 9,  nil, nil, 1, 3    ; NF
Patriotism,         0, 9,  no,  no,  1, 2    ; NP  
Market Knowledge,   0, 9,  nil, nil, 1, 1    ; Phi
Secret Police,      0, 9,  nil, nil, 1, 0    ; Phy
Tobacco Smoking,    0, 9,  nil, nil, 1, 4    ; Pla
Mathematics,        0, 9,  nil, nil, 1, 3    ; Plu
Copper Coin,        0, 9,  nil, nil, 1, 1    ; PT
Silver Coin,        0, 9,  nil, nil, 1, 1    ; Pot
Gold Coin,          0, 9,  nil, nil, 1, 1    ; Rad
Bridge Construction,0, 9,  nil, nil, 1, 4    ; RR
Raincoat,           0, 9,  nil, nil, 1, 2    ; Rec
Tea Drinking,       0, 9,  nil, nil, 1, 4    ; Ref
Translation Service,0, 9,  nil, nil, 1, 2    ; Rfg
Potato Growing,     0, 9,  nil, nil, 1, 4    ; Rep
Russian Military,   0, 9,  no,  no,  1, 0    ; Rob 
Mines,              0, 9,  nil, nil, 1, 0    ; Roc
Philosophy,         0, 9,  nil, nil, 1, 2    ; San
The Clock,          0, 9,  nil, nil, 1, 2    ; Sea
Polish Military,    0, 9,  no,  no,  1, 0    ; SFl 
Danish Military,    0, 9,  no,  no,  1, 0    ; Sth 
Economic Reforms,   0, 9,  nil, nil, 1, 1    ; SE
Social Reforms,     0, 9,  nil, nil, 1, 2    ; Stl
Education Reforms,  0, 9,  nil, nil, 1, 3    ; Sup
Stock Company,      0, 9,  nil, nil, 1, 1    ; Tac
End of Witch Hunts, 0, 9,  nil, nil, 1, 1    ; The
Ballistic Science,  0, 9,  nil, nil, 1, 0    ; ToG
Brewery,            0, 9,  nil, nil, 1, 4    ; Tra
Public Brothels,    0, 9,  nil, nil, 1, 1    ; Uni
Farming,            0, 9,  nil, nil, 1, 1    ; War
Gardening,          0, 9,  nil, nil, 1, 2    ; Whe
Sanitation,         0, 9,  nil, nil, 1, 2    ; Wri
Future Technology,  0, 9,  no,  nil, 1, 2    ; ...
Foreign Trade,      0, 9,  nil, nil, 1, 1    ; U1
Bible Translation,  0, 9,  nil, nil, 1, 1    ; U2
Foreign Embassies,  0, 9,  nil, nil, 1, 3    ; U3
;
; Above 3 tech lots allow you to define your own civilization
; advances if desired.  Supply the name, the AI value, and
; the prerequisites.
;
; Then use the "U1", "U2", or "U3"
; identifier to incorporate it into the tech chain as a
; prerequisite for other techs, units, city improvements.
;

;
;  City Improvements
;
;   cost(x10), upkeep, preq
;
@IMPROVE
Nothing,                   1, 0,    nil,
Royal Palace,             99, 0,    no,
-,                         0, 0,    no, 
Corn Store,               11, 1,    nil,
Brothel,                   9, 1,    nil,
Marketplace,              16, 1,    nil,
Library,                  18, 1,    Aut,
Court of Law,             12, 1,    Aut,
Shelter,                   0, 0,    nil,
Drainage,                 20, 2,    nil,
Bank,                     30, 2,    nil,
Cathedral,                40, 3,    nil,
University,               50, 3,    Aut,
-,                         0, 0,    no, 
Church,                   25, 1,    nil,
Iron Foundry,             50, 3,    nil,
-,                         0, 0,    no, 
-,                         0, 0,    no, 
-,                         0, 0,    no, 
-,                         0, 0,    no, 
Water Wheel,              30, 4,    nil,
Iron Works,               60, 3,    nil,
Stock Exchange,           70, 4,    nil,
Sewer System,             50, 2,    nil,
-,                         0, 0,    no, 
Corn Exchange,            30, 3,    nil,
-,                         0, 0,    no, 
-,                         0, 0,    no, 
Coastal Fortress,         30, 5,    no,
-,                         0, 0,    no, 
Fishing Boats,            14, 1,    nil,
Merchant Fleet,           40, 3,    nil,
-,                         0, 0,    no, 
Prison,                   14, 1,    Aut,
-,                         0, 0,    no, 
-,                         0, 0,    no, 
-,                         0, 0,    no, 
-,                         0, 0,    no, 
(Mercantilism),           60, 0,    Ato,
Heart of the Ukraine,     20, 0,    nil, 
Russian Patriotism,       20, 0,    nil,
Colonial Trade,           20, 5,    nil,
Tzar's Voyage 1697-1698,  20, 0,    nil, 
-,                         0, 0,    no, 
Scandinavian Pietism,     30, 5,    nil,
-,                         0, 0,    no, 
Carolean Tactics,         150,5,    nil, 
The Window to the West,   30, 0,    nil,
The Szeym Polski,         20, 0,    nil, 
Crown of Poland,          40, 0,    nil, 
University of Upsala,     30, 0,    nil,
Naval Warfare Institute,  120,0,    nil,
Dominium Maris Baltici,   40, 5,    nil,
-,                         0, 0,    no, 
Cathedral of Vasiliy,     40, 0,    nil,
-,                         0, 0,    no, 
The Sound Duty,           40, 5,    nil, 
-,                         0, 0,    no, 
-,                         0, 0,    no, 
-,                         0, 0,    no, 
National Prison System,   120,5,    nil, 
-,                         0, 0,    no, 
-,                         0, 0,    no, 
The bo War Academy,      60, 0,    nil, 
-,                         0, 0,    no, 
-,                         0, 0,    no, 
Electorate of Brandenburg,80, 0,    nil,

;
; Expiration advancements for Wonders of the War
;
@ENDWONDER
nil,        ; Heart of the Ukraine
nil,        ; Russian Patriotism
nil,        ; Colonial Trade
nil,        ; Tzar's Voyage 1697-1698
nil,        ; -
nil,        ; Scandinavian Pietism
nil,        ; -
nil,        ; Carolean Tactics
nil,        ; The Window to the West
nil,        ; The Szeym Polski
nil,        ; Crown of Poland
nil,        ; University of Upsala
nil,        ; Naval Warfare Institute
nil,        ; Dominium Maris Baltici
nil,        ; -
nil,        ; Cathedral of Vasiliy
nil,        ; -
nil,        ; The Sound Duty
nil,        ; -
nil,        ; -
nil,        ; -
nil,        ; National Prison System 
nil,        ; -
nil,        ; -
nil,        ; The bo War Academy
nil,        ; -
nil,        ; -
nil,        ; Electorate of Brandenburg


;
;    Unit Types
;
; until, domain,  move,rng,  att,def  hit,firepwr  cost,hold,  role, preq,  flags
;
; until       = Civ advance which renders unit obsolete
; Move        = Movement rate (spaces per turn)
; Range       = # of turns fuel carried (0 for non-air units)
;
; domain      = Movement domain of unit
:               0 = Ground
;               1 = Air
;               2 = Sea
;
; att         = Attack factor (chance to score hit attacking)
; def         = Defense factor (chance to score hit defending)
; hit         = Hit points (damage x10 which can be taken before elimination)
; firepwr     = # damage points caused per hit scored on enemy.
;
; cost        = Cost (# of shield rows, usually of 10 shields each)
; hold        = # of holds on ship (for carrying units)
;
; role        = AI role (Generally affects the way in
;               which computer players use the unit, but
;               roles >= 5 will actually affect abilities
;               of the unit)
;               0 = Attack
;               1 = Defend
;               2 = Naval Superiority
;               3 = Air Superiority
;               4 = Sea Transport
;               5 = Settle
;               6 = Diplomacy
;               7 = Trade
;
; preq        = Prerequisite advance
;
; "Flags" control special advantages & restrictions.  Not
; all of these flags "make sense" for all types of units
; (paradropping ships, for instance).  Nonsensical variations
; may produce bizarre effects (or worse).  You were warned.
;
;   000000000000001 = Two space visibility
;   000000000000010 = Ignore zones of control
;   000000000000100 = Can make amphibious assaults
;   000000000001000 = Submarine advantages/disadvantages
;   000000000010000 = Can attack air units (fighter)
;   000000000100000 = Ship must stay near land (trireme)
;   000000001000000 = Negates city walls (howitzer)
;   000000010000000 = Can carry air units (carrier)
;   000000100000000 = Can make paradrops
;   000001000000000 = Alpine (treats all squares as road)
;   000010000000000 = x2 on defense versus horse (pikemen)
;   000100000000000 = Free support for fundamentalism (fanatics)
;   001000000000000 = Destroyed after attacking (missiles)
;   010000000000000 = x2 on defense versus air (AEGIS)
;   100000000000000 = Unit can spot ships
;
;
@UNITS
Knigliche Garde,  no,  0,  2.,0,  9a,5d,  2h,2f,  1,0,  0, NP,  000000000000100
von Mnnich,       no,  0,  5.,0, 12a,5d,  3h,3f,  1,0,  0, NP,  000000000000011
12-Pd Field Piece, no,  0,  4.,0, 10a,1d,  2h,3f, 14,0,  0, Env, 000000000000010
Frstliche Garde,  no,  0,  2.,0,  9a,5d,  2h,2f,  1,0,  0, NP,  000000000000110
Infanterie,        no,  0,  1.,0,  5a,4d,  2h,2f,  5,0,  1, FP,  000000000000000
Infanteri,         no,  0,  1.,0,  5a,4d,  2h,2f,  7,0,  1, Sth, 000000000000010
Pechta Zhka,     no,  0,  1.,0,  3a,4d,  2h,1f,  4,0,  1, Rob, 000010000000010
Bomb Ketch,        no,  2,  2.,0,  5a,0d,  1h,3f, 10,0,  2, Fli, 000000000100000
Blizzard,          no,  1,  0.,2,  0a,9d,  9h,1f,  1,0,  0, NP,  100000000000001
Enraged Citizens,  no,  0,  1.,0,  0a,2d,  2h,1f,  1,0,  1, Gue, 000000000000000
Preobrazhenskoye,  no,  0,  2.,0, 10a,5d,  2h,2f,  1,0,  0, NP,  000000000000110
von Anhalt-Dessau, no,  0,  5.,0, 12a,5d,  4h,2f,  1,0,  0, NP,  000000000000011
Grenaders,         no,  0,  2.,0,  7a,5d,  2h,2f, 12,0,  0, Sth, 000000000000110
af Gottorp,        no,  0,  4.,0, 10a,5d,  2h,3f,  1,0,  0, NP,  000000000000011
Koningens Lifgarde,no,  0,  2.,0,  8a,5d,  2h,2f,  1,0,  0, NP,  000000000000110
Dragony,           no,  0,  3.,0,  6a,2d,  2h,2f,  7,0,  0, Rob, 000000000000011
Kawaleria Polski,  no,  0,  3.,0,  6a,2d,  1h,1f, 10,0,  0, SFl, 000000000000011
Stenbock,          no,  0,  2.,0, 10a,5d,  4h,2f,  1,0,  0, NP,  000000000000010
Dragons,           no,  0,  3.,0,  7a,1d,  2h,2f, 12,0,  0, Sth, 000000000000011
Town,              no,  0,  0.,0,  0a,2d,  3h,1f,  1,0,  5, NP,  000000000000001
Kyrassiers,        no,  0,  3.,0,  8a,3d,  2h,2f, 16,0,  0, Sth, 000000000000011
Dragoneren,        no,  0,  3.,0,  6a,2d,  2h,2f, 10,0,  0, FP,  000000000000001
Pik Infanteri,     no,  0,  1.,0,  3a,4d,  2h,1f,  4,0,  1, Cmp, 000010000000010
Hestegarde,        no,  0,  4.,0,  9a,5d,  2h,3f, 18,0,  0, Sth, 000000000000010
Fortress,          no,  1,  0.,0,  0a,8d,  4h,2f,  1,0,  0, NP,  100000000000001
36-Pd Piece,       SFl, 0,  1.,0, 18a,2d,  2h,4f, 18,0,  0, Env, 000000000000010
18-Pd Piece,       no,  0,  2.,0, 12a,3d,  2h,3f, 16,0,  0, Env, 000000000000010
Kavaleria Pika,    no,  0,  3.,0,  9a,2d,  2h,3f, 13,0,  0, Rob, 000000000000011
Galley,            no,  2,  8.,0,  3a,4d,  2h,2f, 10,0,  2, Fli, 000000000001000
Garde zu Pferd,    no,  0,  4.,0, 10a,5d,  2h,3f, 17,0,  0, FP,  000000000000000
Pechta Rsski,   no,  0,  1.,0,  5a,4d,  2h,2f,  4,0,  1, Rob, 000000000000010
Infanteri,         no,  0,  1.,0,  5a,4d,  2h,3f,  5,0,  1, Cmp, 000000000000010
Frigate,           no,  2,  7.,0,  3a,5d,  3h,2f, 12,0,  2, Ato, 100000000001001
Three Decker,      no,  2,  6.,0,  6a,6d,  3h,3f, 18,0,  2, CA,  000000000001000
Pyechota Polski,   no,  0,  1.,0,  3a,3d,  2h,1f,  3,0,  1, SFl, 000000000000110
Two Decker,        no,  2,  6.,0,  4a,6d,  3h,2f, 15,0,  2, CA,  000000000001000
Tordenskiold,      no,  2,  7.,0,  8a,6d,  4h,3f,  1,0,  2, NP,  100000000001001
Privateer,         no,  2,  9.,0,  2a,2d,  2h,2f,  6,0,  2, Ato, 000000000001001
Hakkapeliittas,    no,  0,  3.,0,  8a,2d,  3h,2f, 15,0,  0, Cmp, 000000000000011
Uhlanen,           no,  0,  3.,0,  9a,2d,  2h,3f, 14,0,  0, FP,  000000000000001
Transport Ship,    no,  2,  4.,0,  0a,1d,  2h,1f, 12,1,  4, Ato, 000000000000000
Mazepa,            no,  0,  5.,0, 10a,4d,  3h,3f,  1,0,  0, NP,  000000000000010
Schsiche Truppen, no,  0,  2.,0,  7a,3d,  2h,2f,  9,0,  0, SFl, 000000000000110
Lifgardists,       no,  0,  2.,0,  9a,5d,  2h,2f, 15,0,  0, Cmp, 000000000000110
Garrison,          no,  0,  0.,0,  0a,5d,  2h,2f,  1,0,  5, NP,  000000000000001
Ottomans,          no,  0,  2.,0, 15a,4d,  2h,5f, 18,0,  0, NP,  000001001000011
Strelits,          E2,  0,  2.,0,  7a,5d,  2h,2f, 14,0,  0, Rob, 000000000000110
Grenadirs,        no,  0,  2.,0,  7a,5d,  2h,2f, 10,0,  0, Cmp, 000000000000110
Menshikov,         no,  0,  5.,0, 12a,5d,  4h,2f,  1,0,  0, NP,  000000000000011
Trade Wagon,       no,  0,  2.,0,  0a,1d,  1h,1f,  5,0,  7, Fli, 000000000000010
Lewenhaupt,        no,  0,  5.,0, 12a,5d,  4h,2f,  1,0,  0, NP,  000000000000010
Dragons,           no,  0,  3.,0,  6a,2d,  2h,2f,  8,0,  0, Cmp, 000000000000011
Lifdrabants,       no,  0,  4.,0, 10a,5d,  3h,2f,  1,0,  0, NP,  000000000000111
Kossaky,           no,  0,  3.,0,  9a,2d,  1h,2f,  7,0,  0, Rob, 000000000000011
Reventlow,         no,  0,  2.,0, 10a,5d,  4h,2f,  1,0,  0, NP,  000000000000010
Schsiche Dragonen,no,  0,  4.,0,  8a,3d,  2h,2f, 15,0,  0, SFl, 000000000000010
Kurassiery,        no,  0,  3.,0,  8a,3d,  2h,2f, 14,0,  0, Rob, 000000000000011
Silver Mine,       no,  0,  0.,0,  0a,4d,  4h,1f,  1,0,  5, NP,  000000000000000
Silver Mine,       no,  0,  0.,0,  0a,4d,  4h,1f,  1,0,  5, NP,  000000000000000
Poniatowszky,      no,  0,  4.,0, 12a,3d,  4h,3f,  1,0,  0, NP,  000000001000011
von Flemming,      no,  0,  4.,0, 10a,5d,  3h,2f,  1,0,  0, NP,  000000000000011
Gathenhielm Raider,no,  2,  9.,0,  3a,3d,  3h,2f,  1,0,  2, NP,  000000000001001

;
; Note: the above 3 unit types (extra land, ship, air) are available
; for user defined unit types.  If these units are given prerequisites
; other than "no" they will appear in the game when the specified
; technology is reached.  Use if you want to create your own unit types
; without sacrificing any of the predefined units.  Be sure to define
; the "role" field accurately, so that the computer will understand how
; to make use of the new units in its own civilizations.
;
; There is no requirement that the extra units be used to
; create exactly one of each type; you could create three
; ground units.  But the icons provided are for one of each.
; The 3 extra unit types have default icons provided by the game.
; To actually change the icons is a somewhat more difficult
; task.  The icons are stored in "UNITS.GIF".
;
; Sound effects for these three units may be added by providing
; CUSTOM1.WAV, CUSTOM2.WAV, and CUSTOM3.WAV.  These should be
; 8-bit, mono, and sampled at 22050hz.
;
; Ideas:
;
; Hovercraft,   nil, 2,  8.,0,  0a,1d,  2h,2f,  7,1,  4, MP,  000000000000000
;


;
;  Terrain
;
;  Movecost, defense,   food, shields, trade,
;        . . .  Irrigate, bonus, #turns, ai-irrigate,
;        . . .  Mine,     bonus, #turns, ai-mine
;        . . .  Transform
;
;   defense = multiply by 50% to get % of normal combat factor defended at.
;       (so 3 x 50% = 150%, meaning a strength 2 unit defends at 3).
;
;  Irrigate/Mine = yes, no, or type of terrain changed to
;  Transform     = Terrain type engineers can transform to
;
;  bonus = # extra production from that change
;
;  turns = # turns for settler to make change
;
;  ai    = Minimum govt level necessary for
;          computer player to want to perform irrigate/mine
;        0 Interregnum
;        1 Wettin
;        2 Holstein-Gottorp
;        3 Romanov
;        4 Pfalz-Zweibrcken
;        5 Oldenburg
;        6 Hohenzollern
;
@TERRAIN
Desert,     1,2,  0,0,0,   no,  0,0, 0,   no,  0,0,  0,  Tun,   ; Drt
Plains,     1,2,  0,0,0,   yes, 2,0, 0,   no,  0,0,  0,  Grs,   ; Pln
Grassland,  1,2,  1,1,0,   yes, 2,0, 0,   no,  0,0,  0,  no,    ; Grs
Forest,     6,3,  0,2,0,   no,  0,0, 0,   no,  0,0,  0,  Tun,   ; For
Hills,      2,3,  0,0,0,   yes, 2,0, 0,   yes, 4,0,  0,  no,    ; Hil
Mountains,  6,3,  0,0,0,   no,  0,0, 0,   yes, 5,0,  0,  no,    ; Mou
Scrub,      1,2,  1,0,0,   no,  0,0, 0,   no,  0,0,  0,  Grs,   ; Tun
Wooded Hills,6,3, 1,1,0,   no,  0,0, 0,   yes, 3,0,  0,  Hil,   ; Gla
Swamp,      3,2,  1,0,0,   yes, 1,0, 0,   no,  0,0,  0,  Grs,   ; Swa
Jungle,     8,3,  2,0,0,   no,  0,0, 0,   no,  2,0,  0,  Tun,   ; Jun
Ocean,      1,3,  1,0,1,   no,  0,0, 0,   no,  0,0,  0,  no,    ; Oce
Oasis,      1,2,  3,0,3,
Horse Herds,1,2,  0,4,4,
Cattle,     1,2,  5,2,2,
Timber,     6,3,  0,5,2,
Sheep,      2,2,  4,2,4,
Gold,       6,3,  0,1,12,
Goats,      1,2,  4,1,2,
Iron Deposits,6,3, 0,4,3,
Peat Beds,  3,3,  0,3,0,
Fruit,      8,3,  3,0,2,
Game Fish,  1,2,  2,0,3,
Quicksand,  8,1,  0,0,0,
Farm,       2,2,  4,3,2,
Cattle,     1,2,  5,2,2,
Deer,       6,3,  3,1,1,
Surface Coal,2,2,  0,4,1,
Silver,     6,3,  0,2,8,
Berries,    1,2,  2,0,1,
Turkeys,    6,3,  4,0,1,
Reeds,      3,3,  1,1,1,
Village,    1,4,  2,1,6,
Fishing Grounds,1,2,  3,0,2,




@GOVERNMENTS
Interregnum,       Lord,        Lord
Wettin,            Krl,        Krl
Holstein-Gottorp,  Hertug,      Hertug
Romanov,           Tzar,        Tzar
Pfalz-Zweibrcken, Konung,      Konung
Oldenburg,         Koning,      Koning
Hohenzollern,      Knig,       Knig

;
;   Leaders
;
;   leader, female, color, style, plural, adjective, ...
;           ...attack, expand, civilize, ...
;           ...govt, male, female...<repeat>
;
;   female:     0 = male           1 = female
;
;   color:  Color set (1 - 7)
;   style:  City style (0 - 3)
;           0 = Bronze Age
;           1 = Classical
;           2 = Far East
;           3 = Medieval
;
;   attack:     1 = aggressive    -1 = rational
;   expand:     1 = expansionist  -1 = perfectionist
;   civilize:   1 = civilized     -1 = militaristic
;
;   govt = government type for name replacement (0 = Interregnum, 6 = Hohenzollern)
;
;   male, female = titles for leader of government
;
@LEADERS
Peter I,     , 0, 1, 3, Russians,               Russian,    1, 1,-1,  
-,           , 0, 2, 3, -,                      -,         -1,-1, 1,  
Friedrich I, , 0, 3, 3, Prussians,              Prussian,  -1, 0,-1,  
Carl XII,    , 0, 4, 3, Swedes,                 Swedish,    1, 1,-1,  
Friderich IV,, 0, 5, 3, Danes and Norwegians,   Danish,     1, 1,-1,  
August II,   , 0, 6, 3, Poles and Saxons,       Polish,     1, 1,-1,  
Friderich,   , 0, 7, 3, Holstein-Gottorp,       Holstein,   1, 1,-1, 
Peter I,     , 0, 1, 3, Russians,               Russian,    1, 1,-1,  
-,           , 0, 2, 3, -,                      -,         -1,-1, 1,  
Friedrich I, , 0, 3, 3, Prussians,              Prussian,  -1, 0,-1,  
Carl XII,    , 0, 4, 3, Swedes,                 Swedish,    1, 1,-1,  
Friderich IV,, 0, 5, 3, Danes and Norwegians,   Danish,     1, 1,-1,  
August II,   , 0, 6, 3, Poles and Saxons,       Polish,     1, 1,-1,  
Friderich,   , 0, 7, 3, Holstein-Gottorp,       Holstein,   1, 1,-1, 
Peter I,     , 0, 1, 3, Russians,               Russian,    1, 1,-1,  
-,           , 0, 2, 3, -,                      -,         -1,-1, 1,  
Friedrich I, , 0, 3, 3, Prussians,              Prussian,  -1, 0,-1,  
Carl XII,    , 0, 4, 3, Swedes,                 Swedish,    1, 1,-1,  
Friderich IV,, 0, 5, 3, Danes and Norwegians,   Danish,     1, 1,-1,  
August II,   , 0, 6, 3, Poles and Saxons,       Polish,     1, 1,-1,  
Friderich,   , 0, 7, 3, Holstein-Gottorp,       Holstein,   1, 1,-1, 

Saladin,     , 0, 5,    Arabs,                  Arab,       1, 0, 1, 
Atawallpa,   , 0, 1,    Incas,                  Inca,      -1, 1, 1,

;
;   Trading Commodities
;
@CARAVAN
Livestock,
Copper,
Gold,
Iron,
Timber,
Tobacco,
Wool,
Coffee,
Leatherwork,
Cotton,
Beer,
Wine,
Textiles,
Silver,
Spices,
Linen,


@ORDERS
Fortify,            F
Fortified,          F
Sleep,              S
Build Fortress,     F
Build Road,         R
Build Irrigation,   I
Build Mine,         m
Transform,          O
Clean Pollution,    p
Build Airbase,      E
Go to,              G


@DIFFICULTY
Lieutenant 
Captain  
Major    
Colonel     
General  
Field Marshal

@ATTITUDES
Trusting
Enthusiastic
Cordial
Receptive
Neutral
Uncooperative
Suspicious
Icy
Hostile














